diff --git a/dGame/dComponents/Activity/QuickBuildComponent.cpp b/dGame/dComponents/Activity/QuickBuildComponent.cpp index c30f99208..b4bba0e0f 100644 --- a/dGame/dComponents/Activity/QuickBuildComponent.cpp +++ b/dGame/dComponents/Activity/QuickBuildComponent.cpp @@ -90,9 +90,11 @@ void QuickBuildComponent::LoadConfigData() { if (rebuildResetTime != 0.0f) SetResetTime(rebuildResetTime); // The level's activityID replaces the template's. The client (LWOQuickBuildComponent::LoadDataFromTemplate) - // reads RebuildComponent.activityID over it unless the level sets actIDovrd, but live used the level's: - // the AM Center draw bridge (LOT 12047: level activityID 12047 without actIDovrd, template activity 6, - // the quickbuild rewards) dropped no loot in 4 of 4 live completions. + // reads RebuildComponent.activityID over it only when actIDovrd is false, and actIDovrd left out means "the level + // has an activityID" (LWOActivityComponent::Startup), so the level's wins, as live: the AM Center draw bridge + // (LOT 12047: level activityID 12047 without actIDovrd, template activity 6, the quickbuild rewards) dropped no + // loot in 4 of 4 live completions. Every quickbuild the levels set actIDovrd=0 on has the template's activityID + // as its level activityID, so not reading actIDovrd changes nothing. const auto activityID = m_Parent->GetVar(u"activityID"); if (activityID > 0) { SetActivityId(activityID);